Jump to content

maackey

Members
  • Posts

    62
  • Joined

  • Last visited

Everything posted by maackey

  1. How did you get a mission with the grounded UFO? I've sent a chinook to a grounded UFO before and the game didn't allow me to start a mission. Also, as a kind of side note, I would love to be able to land my own chinooks to avoid alien attack ships.
  2. I haven't been attacked yet, so I'm not sure how many xenos invade your base in an undamaged UFO. But what is the point of defense systems if the ship still manages to get to the base? Unless they are attacking with 20+ xenos which gets reduced to 5 I'm not sure I see the benefit of building them, because as thothkins said, their loot is really nice to have. Besides, you save even more money by not building and maintaining the things, and space in your base for more other buildings.
  3. Ok, here is the setup: I had just downed a scout (crashsite - 12) and a light scout (crashsite - 13) with two sorties of an upgraded (alenium) Condor and Foxtrot each. Dropship is returning from crashsite - 13; I wanted to go to the easternmost site first to avoid night missions, and crashsite - 12 can burn all the forests they want out in the desert . My Foxtrots are 90% fueled up at this point, so I send them to take out the two remaining light scouts. As soon as my fighters approach, the UFOs land. Foxtrots derping around overhead, not firing their missiles on the helpless, stationary craft right below them, run out of fuel and are forced to return home. I figure, "Fine, they just happened to land at the same time my fighters are approaching, it was a random fluke. I have two Condors at home that have just finished refueling. I can at least take out one of them." The UFOs inevitably lift off and I send out the Condors. W. T. F. This is infuriating. I can understand the balancing issues for getting too many missions; I already have another base in America, alenium missiles, wolf armor, 4 fighters, 100k in the bank and yet another treasure trove of goodies out in the desert, I probably don't need two more at this point... but if you aren't going to let me take down the UFOs buzzing around my base stop waving them in my face. Have them retreat to outer space or take evasive maneuvers or something. Besides, how does it make sense that once you're grounded, you become invincible to *ALL* attacks? I've even sent my dropship to one of the grounded UFO's before and it derped around and headed home too. I've heard a lot about the air combat on the forums, but the worst part for me is definitely the lack of it (ie. when UFOs land to avoid fighting -- both in the air and on the ground). Does anyone else have similar views, or am I alone in this?
  4. Ok, this bug doesn't seem to have anything to do with right click, that was just the first time I noticed it. Strangely enough the pistol doesn't work with right click either... but this isn't about the pistol, this bug is all 2x3 items can clip into each other. If you position any 2x3 item one block below and at least one block to the left of any other 2x3 item, it will overlap/clip allowing you to have up to 3 medipacks, pistols, etc. All other size items do not allow the 2x3 item to overlap them in this way.
  5. I probably need to test this out some more, but I'm pretty sure the game is easier on veteran than normal difficulty, as far as the strategic game goes. I see a lot more things to intercept, which means I get a lot more missions, which means I get a lot more money, which allows me to buy a lot more planes, so I can shoot down a lot more UFO's which leads to a lot more missions which... well you get the point. Really I've noticed that the air combat is all about staggering your missile fire. Let one fly out to force the roll, then hammer them with everything you've got left. And alenium missiles make a world of difference in the early game. You can kill light scouts... unscathed... with a single ship: Condor or Foxtrot. (although dodging the lasers for the Condor you have to be super spot on the timing of the dodge/missile launch since the gun triggers the roll -- Foxtrots are much easier, just stagger its two missiles) I still haven't tried the auto-resolve, mainly because I'm scared it will damage one of my ships and I have gotten to the point where I know how to kill most things without taking too much damage. Because you are right, when you lose a ship it is a serious setback. Not only are they prohibitively expensive for new ones (which I suppose is the result of immortal planes), but they take forever to repair (which is also a result of immortal planes -- otherwise there would be no downside to losing them). But I wouldn't reload the save if it were just one. You can only take a maximum of three planes regardless and I try to keep at least 4 at each base.
  6. On the light scout missions, the room is tiny and the aliens don't come out for anything. So it turns out that the easiest, safest, and most rewarding thing to do is to smoke them out with stun gas. Have some troops drop their main weapons, pop in, throw a grenade, and get out so the next guy can do the same. The aliens don't move out of the ship, which not only makes them vulnerable to a room full of smoke, they just sit inside while I surround the entrance with troops. I would rather the AI be improved than the stun gas nerfed too much. Stun grenades might be a bit powerful at the moment, especially combined with flashbangs, but you need to be really close for grenades, which is a pretty good deterrent.
  7. I've kinda done this before in 18.0 when I saw my first escorted cruiser. Sent in a squadron of condors, followed by a couple foxtrots shortly after. Condors took out the fighter escorts, then retreated, which allowed my foxtrots to intercept the lone condor and take it out.
  8. This happens both in the base loadout screen and on the ground battles when switching out eg. soldier's weapon with a medpack by dragging one into the "hands" slot. P.S. Another annoying little thing about the UI is that the hitboxes for a bunch of buttons are off slightly. I don't know if this is a known bug, or if I should go more in-depth with a new thread.
  9. You can start Xenonauts without steam by adding a shortcut (Steam\SteamApps\common\Xenonauts\Xenonauts.exe) to the desktop/toolbar for easy access. That will prevent steam from updating unless you really want it to. Of course, you also have to remove steam from your startup applications, but that has the added benefit of faster boot up times. If you want an uninterrupted game it would probably be best to stick to the stable builds. Alpha software is inherently unstable and prone to changes which break backwards compatibility. Anyway, this update looks pretty interesting, I'm really happy to see increased accuracy and breachable UFO doors.
  10. If multiple projectiles aren't supported by the engine, I would increase damage and accuracy significantly. They have at best a ~30% chance to hit an alien 3 tiles away in the UFO, and if they do hit they don't do anything a rifle already does (but usually better). At the moment I don't even use conventional weapons when assaulting UFO's, Its purely stun/flash grenades and stun batons. You get more points, the grenades don't destroy equipment, and your guys aren't put at risk by hurling grenades in and running around the corner.
×
×
  • Create New...